Future Seasonal Wishlist

I mostly enjoy the game. But there are moments where I find myself just zooning out while pressing one button deleting everything in my way. I don’t know what I’m killing and there is no reason for me to care. Same if my character dies. I don’t know what killed me and I do not care (because it would be impossible to spot it amongst all the screen clutter in order to prevent it anyways).

So for a future update I would be happy to see changes to make the game…not as braindead. Make action have consequence. Make me watch the screen. Make decisions based on what I’m able to see.

I would also want to be able to play any content outside the Pit and still feel any sense of challenge. Damage multipliers have turned most of the game into a huge joke.

I mostly enjoy the game. But more like how I enjoy scrolling through Reddit. Not how I enjoy playing a game.

So based on my main key pillars:
-Engaging gameplay
-Build balance
-Play your way
Here are a few things I’d like to see in the future:

  • Lair Bosses reworked with meaningful, clearly telegraphed, and engaging mechanics. Every season going forward introduces either a new Lair Boss or a new cosmetic armor set that is unlocked by beating a specific Lair Boss at Torment 4.

  • Opacity slider added in Settings to adjust the visibility of pets and spell effects.

  • Multiplicative damage bonuses nerfed across the board. They’ve gone ridiculously out of hand, they render defensive/utility options completely irrelevant and trivialize mechanics. A big focus on character balance and power ceiling in order to not trivialize Torment 4. Outliers nerfed for the health of the game.

  • Glyphs’ boring +10% damage multipliers replaced with new gameplay-altering effects that change the functionality of spells.

  • The Pit is removed in its current implementation and will no longer be the single only game mode with any sense of challenge while every other game mode is being trivialized.

  • Nightmare Dungeons, Undercity, and the Pit are unified into a single endgame mode where you slaughter your way through packs of demons in order to get to the boss at the end. Scaling with the Torment level just as Infernal Hordes, Lair Bosses and the open world.

  • Spirit Brazier system meets Mario Maker. In addition to Tributes and Bargains being used to alter the balance of loot that’s dropping we’ll be able to craft on and alter our endgame keys to also be able to customize things like deciding the map layout, monster types and affixes. Or picking our favorite dungeon objective whether it’s Slay All Monsters, Rescue The Clickables, or Fill The Timed Bar etc.
    Do you like to take your time, clearing every nook and cranny clicking all the hidden chests you set to yield increased drops? Or do you prefer to speed demon through the dungeon only stopping at the baddest of elite packs to fill up the meter as quickly as possible to gain rewards based on efficiency? Design your own most enjoyable experience and how you prefer to find the loot that you’re looking for.

  • Mindcages return as a consumable item to grant a stacking buff that slightly increases the difficulty and drop rates to smooth out the progression between Torment levels while trying to reach Torment 4 and conquering the hardest boss fights.

2 Likes

If I had a say I would sign all of this.

This is good. I definitely would use a tribute that makes dungeons a lot bigger.